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Visit the community forums or find help with D&D Beyond. You can browse articles, contact support, and get answers to common questions.
Visit the community forums or find help with D&D Beyond. You can browse articles, contact support, and get answers to common questions.
Weapon (club), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted…
Type: Martial Melee Weapon Cost: 300 GP Weight: 2 lbs Damage: 1d4 Bludgeoning Properties: Light, Thrown (range 20/60), Returning Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Returning Club, you must take the Advanced Weapon Proficiency feat. This weapon has the following Mastery Property. To use this…
One of the best ways to learn how to run a D&D; game is to observe other DMs in action. Another DM can give you a solid foundation for understanding the role—as well as inspire you with cool things you can do in your games. You can use these questions to help you reflect on a game you observe: Beginning the Session. How did the DM start the session? Was there a recap? Body Language. What gestures…
Weapon (club), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it,…
Weapon (club), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to…
Weapon (club), rare (requires attunement) A demonglass shard is inlaid into this weapon, granting it magical properties. Though the fiendish presence embedded within cannot speak directly to its wielder, its presence is keenly felt by those whose blood it spills. You have a +1 bonus to attack and damage rolls made with this magic weapon. On a Critical Hit, the target is Frightened of you until…
Weapon (greatclub), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Type: Simple Melee Weapon Cost: 1 SP Weight: 2 lbs Damage: 1d4 Bludgeoning Properties: Light, Slow Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it,…
Weapon (club), uncommon Attack rolls made using this magic club can score a Critical Hit on a roll of 19 or 20 on the d20. Crafting. Creating a Champion's Club requires an Uncommon Workshop and the following Uncommon Components:
No two DMs run the game in exactly the same way—and that’s how it should be! You’ll be most successful as a DM if you choose a play style that works best for you and your players. The Rule of Fun D&D; is a game, and everyone should have fun playing it. Everyone shares equal responsibility in moving the game along, and everyone contributes to the fun when they treat each other with respect and…
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill. Spell Tags: Buff Available For: Cleric (Legacy), Druid (Legacy), Artificer (Legacy), Cleric, Druid, Artificer, Druid - Circle of the Symbiote
Mitflits, also known as mites, are self-loathing and pitiful cowards with oversized heads, blue skin, and a penchant for befriending the ugliest of vermin. They tame insects, spiders, and other small creatures to serve as faithful allies. Mitflits have lost most of their ancestral magic, leaving them to feel incomplete and full of doubt and insecurity. Mitflits find companionship in the other…
Weapon (club), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to…
General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Parry. If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus…
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that…
Weapon (club), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.…
Weapon (greatclub), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can push…
Armor (padded), very rare You have a +2 bonus to AC while wearing this armor. Padded armor consists of quilted layers of cloth and batting.
| Skill | Ability | Example Uses |
|---|---|---|
| Acrobatics | Dexterity | Stay on your feet in a tricky situation, or perform an acrobatic stunt. |
| Animal Handling | Wisdom | Calm or train an animal, or get an animal to behave in a certain way. … |
Heroes of the Borderlands is for two to four characters of levels 1–3. The adventure has no overarching plot. While there are conflicts and secrets to uncover, the story that emerges is the one your group experiences. The adventure is divided into three self-contained sections, each of which features a different area. You don’t need to read one section to understand the others, and you can play…
"Stepping into the venue, you’re hit by a wall of warmth and a medley of mouthwatering scents. The blend of spices, freshly baked pastry and roasting meats is the unmistakable smell of Winterfest. As you shake off your heavy layers and stamp the snow from your boots, other staff hurry past you clutching supplies. It seems there’s still a lot to do to have everything ready for the banquet…
This section provides tools useful for adventures in Calimshan.
This section provides tools useful for Icewind Dale adventures, including guidance on renown, Bastions, and random encounters.
This section provides tools useful for adventures in the Dalelands.
This section provides tools useful for adventures in Baldur’s Gate.
Visit the community forums or find help with D&D Beyond. You can browse articles, contact support, and get answers to common questions.